[x3d-public] Fuzz testing HAnim

John Carlson yottzumm at gmail.com
Tue Mar 24 20:10:26 PDT 2020


Do you have a particular section in mind inside Annex A?

Thanks,

John

On Tue, Mar 24, 2020 at 10:08 PM John Carlson <yottzumm at gmail.com> wrote:

> Will do.
>
> On Tue, Mar 24, 2020 at 9:53 PM Joseph D Williams <joedwil at earthlink.net>
> wrote:
>
>> Please try starting by looking at the example in hanim annex A.
>>
>> Joe
>>
>>
>>
>> *From: *John Carlson <yottzumm at gmail.com>
>> *Sent: *Tuesday, March 24, 2020 7:51 PM
>> *To: *Joseph D Williams <joedwil at earthlink.net>
>> *Cc: *X3D Graphics public mailing list <x3d-public at web3d.org>
>> *Subject: *Re: [x3d-public] Fuzz testing HAnim
>>
>>
>>
>> Sorry for the late reply. My guess is I need some kind of rigging tool?
>> Will blender do the job?
>>
>>
>>
>> What is the target language? I'm guessing we need some kind of
>> interpolators?
>>
>>
>>
>> John
>>
>>
>>
>> On Mon, Oct 7, 2019 at 1:22 AM Joseph D Williams <joedwil at earthlink.net>
>> wrote:
>>
>>
>>
>> The thing is, we need to unfuzz hanim.
>>
>> Unfuzz meaning making the stuff work more accurately.
>>
>> The first improvement would be more realistic joint models. Now we do
>> joint rotations based on the idea that all joints work with the joint
>> center of rotation fixed. Many joint types don’t actually do it this way,
>> some slike and somehacve rotation centers change over the range. Some
>> slide. X3d hanim doesn’t know about these joint types.
>>
>> Notice how the skin works, being displaced due to the effect of several
>> joints. We need a way for the joints and sites to be controlled the same
>> way. First, for the joints, we need to be able to define a group of joints
>> that can move toegehter, like the bones in the hands and feet.
>>
>> Likewise, we nee a way for the site nodes to remain at the same skin
>> vertex as the skin is deformed.
>>
>> All Best,
>>
>> Joe
>>
>>
>>
>> *From: *Joseph D Williams <joedwil at earthlink.net>
>> *Sent: *Friday, October 4, 2019 8:19 PM
>> *To: *John Carlson <yottzumm at gmail.com>; X3D Graphics public mailing list
>> <x3d-public at web3d.org>
>> *Subject: *Re: [x3d-public] Fuzz testing HAnim
>>
>>
>>
>>
>>
>> John, sounds like you have a plan. What can we get from existing hanim
>> animations? An interesting problem is successfully animating a transition
>> from one scripted animation to another, like from one hand sign to another,
>> smoothly and realistically. Unfortunately, the joint rotation constraints
>> parameters are rarely implemented, that I have seen.
>>
>> Joe
>>
>>
>>
>>
>>
>> *From: *John Carlson <yottzumm at gmail.com>
>> *Sent: *Wednesday, October 2, 2019 7:10 PM
>> *To: *Joseph D Williams <joedwil at earthlink.net>; X3D Graphics public
>> mailing list <x3d-public at web3d.org>
>> *Subject: *RE: Fuzz testing HAnim
>>
>>
>>
>> Joe,
>>
>>
>> It’s called fuzzing, if you want to look it up.
>>
>>
>>
>> Perform or save a stochastic or chaotic animation (clips, possibly) to
>> test limb and joint constraints, etc.
>>
>>
>>
>> John
>>
>>
>>
>> Sent from Mail <https://go.microsoft.com/fwlink/?LinkId=550986> for
>> Windows 10
>>
>>
>>
>> *From: *Joseph D Williams <joedwil at earthlink.net>
>> *Sent: *Wednesday, October 2, 2019 9:01 PM
>> *To: *John Carlson <yottzumm at gmail.com>; X3D Graphics public mailing list
>> <x3d-public at web3d.org>
>> *Subject: *RE: Fuzz testing HAnim
>>
>>
>>
>> Hi John,
>>
>> Please tell me what is a fuzz test.
>>
>> The basis is Humanoid (humanoid space), skeleton composed of joints and
>> segments (skeleton space), skin composed of points (skin space), animation
>> bindings for joints to skin, and animation for the joints. What do we want
>> to fuzz around with?
>>
>> All Best,
>>
>> Joe
>>
>>
>>
>>
>>
>> *From: *John Carlson <yottzumm at gmail.com>
>> *Sent: *Tuesday, October 1, 2019 3:24 PM
>> *To: *X3D Graphics public mailing list <x3d-public at web3d.org>; Joseph D
>> Williams <joedwil at earthlink.net>
>> *Subject: *Fuzz testing HAnim
>>
>>
>>
>> To get familiar with HAnim, I want to generate a fuzz test for the nodes
>> and fields.
>>
>>
>>
>> Is anyone working on something similar?
>>
>>
>>
>> Thanks,
>>
>>
>>
>> John
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>>
>
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